Beta Patch Notes e1.8.0

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I don't understand why you can't just delete the code regarding defections and put whatever was in 1.7.2. We just want to finish the campaign, whatever tinkery thing they were going for... it just doesn't matter.
Just happened to me yesterday. Caladog has declared war on Unquid. My avatar, as obedient vassal of battanian king, has joined his army. We happily crossed thru Western empire teritory without objection from its authorities and layed siege to Quayaz . Quite uneventful siege. Town was rather poorly defended. After slaughtering few remaining militia and drinking all their beer, voting for new owner has been conjured. Town was passed to some blond hair battanian warmonger. It was probably just a day later that he has defected to Unquid. Probably sneaked to my camp, as I had Unquid as prisoner, and he sweetalked to him, promising gold and women and what not. If I was Caladog, I would declare him a traitor of kingdom and public enemy nr 1. Wanted dead or alive. But Caladog just conjured peace negotiations and war was over....just hilarious 😄
 
@Callum Will you be attending Gamescom in Cologne this year?

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(source 1) / (source 2)
We still need an answer @Callum
 
Just happened to me yesterday. Caladog has declared war on Unquid. My avatar, as obedient vassal of battanian king, has joined his army. We happily crossed thru Western empire teritory without objection from its authorities and layed siege to Quayaz . Quite uneventful siege. Town was rather poorly defended. After slaughtering few remaining militia and drinking all their beer, voting for new owner has been conjured. Town was passed to some blond hair battanian warmonger. It was probably just a day later that he has defected to Unquid. Probably sneaked to my camp, as I had Unquid as prisoner, and he sweetalked to him, promising gold and women and what not. If I was Caladog, I would declare him a traitor of kingdom and public enemy nr 1. Wanted dead or alive. But Caladog just conjured peace negotiations and war was over....just hilarious 😄
That's the problem, even in 1.7.2, when you conquer new towns, not in your culture, they have a very high chance of changing sides to the culture of the town. I even tried requiting nobles of same culture and give them the towns, but they just do the same, change sides. Expanding your kingdom is hard, because you will be stuck fighting over the same towns over and over again. I wish they implemented a culture purge option, so you could change culture of a conquered city, let's just say for half prosperity or set it to 0, I don’t care.
 
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That's the problem, even in 1.7.2, when you conquer new towns, not in your culture, they have a very high chance of changing sides to the culture of the town. I even tried requiting nobles of same culture and give them the towns, but they just do the same, change sides. Expanding your kingdom is hard, because you will be stuck fighting over the same towns over and over again. I wish they implemented a culture purge option, so you could change culture of a conquered city, let's just say for half prosperity or set it to 0, I don’t care.
IMO general problem is in the twisted philosophy of waging war in this game without cassus belli.
My little story is good example. Why would Caladog declare war on Unquid, with whom he doesn't even share borders, while Derthert has already taken 3 castles from his vassals in previous war? Wouldn't it be more logical for those 3 battanian lords, who lost their family heirloom, to do everything possible to get it back?
Loyalty was a thing back then but at the end everything was about money and power. It would be much better and IMO more acceptable by players to give the lord, who has lost his fief in war, an option to switch officialy vassalage to the conqueror or become lord-in-exile within his faction plotting to regain his fief back or die trying.
 
Ive been doing froggy things and away from the forum but I still enjoyed the conversation.
Double posting and replying myself just to inform you without edit that I spit in the presence of all Imperialists. That includes the new crown of England whom punctures his talons in my Scottish flesh.
 
Feels bad man!

@Callum
Will you be at Gamescon? I´ve always dreamed about meeting a CM. Also I would love your signature in my fanboy book.

Me too, I just love the chance to meet people who do their job so effectively. Pleeeeease come....!

 
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Secondly, after clicking your link to Battle of Agincourt I hit ctrl f and typed, "yards". It stated arrows were ineffective at 1000 yards, well no ****; we don't fire for effect with modern equipment unit 150 yards with the upmost bounds of 300 yards. IT SAID the arrows were effective at 200 yards... like wtf is your point? They cant yolo snipe people from 1000 yards away with a bow therefore it isn't very effective...??? Really? This is your argument? Bows are just as effective at ranges compared to modern small arms combat... Rebut me
Read more carefully.

"The plate armour of the French men-at-arms allowed them to close the 1,000 yards or so to the English lines while being under what the French monk of Saint Denis described as a 'terrifying hail' of arrow shot".

So the English were shooting at the French at 1000 yards, 900, 800, 700, 600, 500, 400, 300, 200, 100, the whole time.
 
Read more carefully.

"The plate armour of the French men-at-arms allowed them to close the 1,000 yards or so to the English lines while being under what the French monk of Saint Denis described as a 'terrifying hail' of arrow shot".

So the English were shooting at the French at 1000 yards, 900, 800, 700, 600, 500, 400, 300, 200, 100, the whole time.
What a hell of a battle was it...

:ROFLMAO:
 
I am observing activity on steam DB, I hope they will correct the error with sieges when using harmony)
 
Who in his right mind would believe what some french monk has written in his fairytale hundreds of years ago. Thousand yards 😄
 
Who in his right mind would believe what some french monk has written in his fairytale hundreds of years ago. Thousand yards 😄
Sorry - I worded my post poorly. The 1000 yards refers to the distance the French had to charge. So the English probably started shooting at about the 200 yard mark and kept shooting the entire time.
 
Hotfix 22/07/22

Singleplayer​

Crashes
  • Fixed a crash that occurred when accepting a marriage offer if the offered hero was not available anymore.
  • Fixed a crash that occurred when creating a caravan.
  • Fixed a crash that occurred after a party disbanded.
  • Fixed a crash that occurred when a stillborn baby notification was shown.
  • Fixed a crash that occurred when trying to sort encyclopedia entries after filtering them.
  • Fixed a crash that occurred when talking to the bandits in the Extortion by Deserters quest.
  • Fixed a crash that occurred due to unintended heroes joining a tournament.
  • Fixed a crash that occurred after pressing the Recruit All button on the Recruit Prisoners popup of the Party screen while holding down the Control or the Shift key.
  • Fixed a crash that occurred due to a bandit party in the Extortion By Deserters quest.
  • Fixed a crash that occurred on the Crafting screen when using keyboard shortcuts to smelt items.
  • Fixed a crash that occurred on the Crafting screen when trying to select a secondary usage for a weapon.
  • Fixed a crash that occurred when a new troop was added to a formation that the player was part of.
  • Fixed a crash that occurred after the Army of Poachers quest battle.
  • (Modding) Fixed a crash that occurred when searching for new material on the inspector.

Fixes
  • Fixed a bug that prevented AI noble parties from leaving hero prisoners in settlements.
  • Fixed a bug that caused the main hero to be included in battle simulations.
  • Fixed a bug that caused companions that have been left in a settlement by the player to move to another settlement.
  • Fixed a bug that allowed the player to support clans and increase their influence through the kingdom menu while in a siege.
  • Fixed a bug that caused the Escort Merchant Caravan quest's caravan to disappear if the main party attacked them.
  • Fixed a bug that allowed the player to smelt items using keyboard shortcuts even when they are out of stamina.
  • Fixed a bug that allowed the player to take parties into the army using shortcut keys without any cost.
  • Fixed a bug that triggered Scout experience gains even when not moving.
  • Fixed a bug that caused the weight and build of characters to not be used correctly. Characters will now have a more diverse weight and build distribution.
  • Fixed a bug that caused too many Radagos' raider parties to spawn in the Radagos' hideout.
  • Fixed a bug that caused troops to starve faster when having a higher Medicine skill level.
  • Fixed a bug that caused an incorrect outcome message to be displayed when a new policy was accepted against the wishes of the council.
  • Fixed a bug that caused parties that are in the player's army to not buy food and starve.
  • (Modding) Fixed the missing decals issue that happened when a module was enabled before the Native module.

Changes
  • Increased the overall Medicine experience gains.
  • The Doctor's oath perk now applies medicine experience to both party surgeons.
  • Scouting experience is now correctly gained on other rough terrains including the desert, dune and snow. If a very low amount of Scouting experience would be gained by traversing the terrain it is now no longer given.
  • Improved the Russian localization.
  • Added additional information to the Crafting screen in order to better communicate why crafting orders are failing.
  • Added a confirmation prompt "Are you sure?" when trying to close the Loot/Inventory screen via the Done button after a battle without transferring any items.
  • Improved the workshop type selection algorithm.
  • Added trade-bound settlement info to the town and village tooltips.
 
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